rough working map
09-03-2007, 09:13 PM
no screens yet... and i admit it may not be working....yet
but I've just started on a new map
ok well im gonna call it dod_flakturm
it's based in 1945 in the berlin zoo
us has to take a flak fortress from the germans (i still have to work out flag locations)
anyways, i may or may not complete this thing seeing that the fortress is over 2280x2280 by 1560 units high
here's a link to what im trying to make
im a noob so any help would be lovely (wish me luck)
ps. the fortress is gen 1
09-03-2007, 10:52 PM
Gimpy did you get a chance to check out the tutorials that Deadlock made for my group so I posted in the 507th as well?
It may help you with your map making. Just make sure you use nodraw on all your building textures and use the toggle texture tool to paint one side. It's helped my compiling time immensely. :)
I was making a map 5 months ago call the twin tower dedicated to 911 but was just learning the ropes then and I messed up royally and set it aside for other maps. The buildings were identical of course and had like 27 huge floors. it was a nightmare for me until I found short cuts in building. :)
09-04-2007, 06:26 AM
cool thanks ps... im in the 507th
and about twin tower...
wow, thats a lot of work, you didn't try to make every floor did you??
09-04-2007, 09:00 AM
I know Gumpy I saw it under your forum name that's why I said it hehe. ;)
09-04-2007, 03:48 PM
Let me get this straight, you want to have the Axis spawn inside the fortress, and have the Allies assault it by blowing open holes in the walls? Sounds pretty sweet.
09-04-2007, 05:13 PM
i don't think all of the fortress will be playable because that's about the size of a warehouse....
maybe 1st floor, 3rd and top floor...
anybody got a prefab for stairs??
09-05-2007, 04:29 PM
Keeping in line with blowing stuff up to get into the fortress, maybe you want to have some of the objectives be detonation style... i.e. destroying an ammunition dump, or an AA battery, something like that?
09-06-2007, 07:02 PM
maybe blowing a door to actually get in, cause you don't want to blow up the thing your capturing completely....
it's coming along though.... made the entrance way with a mg nest by the door (german bunkers had this but ill add cover for a us sniper to kill the mg) the living quarters, lots of stairs and a command center
i still gotta work out the roof exits and flak guns
any other room suggestions???
09-11-2007, 07:53 PM
by the way, how do you make ambient sounds through the map??
09-11-2007, 09:12 PM
You use the entity ambient_generic and just hit browse in the ambient_generic entity and then type in the filter like battle, bird, fire, etc. and then pick which one you want to listen to. And make sure it has a good range. Also click on the flag and set it, for instance if it's a flag you want to just have it play only when you are nearby, if it's the wind of course you want to check play everywhere. :)
Day of Defeat Forum Archive created by Neil Jedrzejewski
This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.